Files
UnrealEngineUWP/Engine/Plugins/EnhancedInput/Source/InputBlueprintNodes/Private/K2Node_EnhancedInputActionEvent.cpp
ben hoffman f67d3f3d13 Move the enhanced input plugin out of Experimental and into the normal /Engine/Plugins folder.
#jira UE-144847
#rb trivial
#preflight 62228bcf2f7d78332e1c4548

[CL 19277106 by ben hoffman in ue5-main branch]
2022-03-04 17:59:01 -05:00

29 lines
975 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_EnhancedInputActionEvent.h"
#include "EnhancedInputActionDelegateBinding.h"
UK2Node_EnhancedInputActionEvent::UK2Node_EnhancedInputActionEvent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bInternalEvent = true;
TriggerEvent = ETriggerEvent::None;
}
UClass* UK2Node_EnhancedInputActionEvent::GetDynamicBindingClass() const
{
return UEnhancedInputActionDelegateBinding::StaticClass();
}
void UK2Node_EnhancedInputActionEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UEnhancedInputActionDelegateBinding* InputActionBindingObject = CastChecked<UEnhancedInputActionDelegateBinding>(BindingObject);
FBlueprintEnhancedInputActionBinding Binding;
Binding.InputAction = InputAction;
Binding.TriggerEvent = TriggerEvent;
Binding.FunctionNameToBind = CustomFunctionName;
InputActionBindingObject->InputActionDelegateBindings.Add(Binding);
}